(Little) Things that annoy you in Pokémon

I find it annoying that it's already Gen 6 yet...

...The most viable physical Psychic move is Zen Headbutt. It's not even 100% accurate!
...The most viable special Rock move is Power Gem (and that shallow distribution).
...The most viable physical Ghost move is Shadow Claw.
Game Freaks view of all of this: 'oh pokemon shouldn't be competitive...'
 
I find it annoying that it's already Gen 6 yet...

...The most viable physical Psychic move is Zen Headbutt. It's not even 100% accurate!
...The most viable special Rock move is Power Gem (and that shallow distribution).
...The most viable physical Ghost move is Shadow Claw.

Just goes to show that Game Freak intends some types to retain certain properties. The Psychic type is Special-based, Rock-moves are physical and inaccurate, and Ghost moves have low damage but high accuracy and nasty side effects. And we've already touched the shtick with Ice types...
 
The part that really highlights to me just how bad the situation is is that, Phantom Force aside (because seriously, don't use Phantom Force), Dusknoir's best ghost move is Shadow Punch. At 60 BP, with STAB putting it to 90, it's outpowered by Dusknoir's non-STAB Earthquake.
Eh...Phantom Force is fine in Doubles. Switching doesn't occur THAT much compared to standard (and with the mindgames of which partner you're hitting it might still be good if you can force out a threatening Pokemon) and considering it's good at breaking Protect, it CAN work. It again shows how Game Freak shows how important they consider Doubles over Standard.
 
Just goes to show that Game Freak intends some types to retain certain properties. The Psychic type is Special-based, Rock-moves are physical and inaccurate, and Ghost moves have low damage but high accuracy and nasty side effects. And we've already touched the shtick with Ice types...

To add onto that, all the moves mentioned (Zen Headbutt (not to mention Psycho Cut), Power Gem, and Shadow Claw) were all introduced in Gen IV when the Special-Physical split happened. This further proves these moves aren't meant to fall with the standard, these are the exceptions which proves the type's usual rules. These moves are essentially compromises for the Pokemon who are a divergent to their type's norms but when Gen IV made it so the move's type and category are separate traits they're now able to have these Pokemon use STAB moves going off their highest stat.
However this is just a compromise, as Codraroll said the types still follow their own rules and logic. For being a category different than the norm they're not that powerful, just "usable". The loss in power is probably intended to be made up by the STAB for the Pokemon it was intended to be used by (or if used by another type as a coverage they're not too overpowered).
Around this time Dark Pulse, Dragon Pulse, and Flash Cannon were also released for this exact same reason (actually, funny enough, Dragon and Dark were Special before Gen VI and then the split happened most of their moves became Physical except for a few weak ones, so those types REALLY needed the compromise since many of their Pokemon were made using how types were categorized).

That all said, could these types use at least one more move that's out of the norm? Well the answer is obviously yes, but if we were to be strict about it honestly I'd say Rock-type only needs another more wide distributed Special Move (something like a Rock Pulse, generic but usable). As for the other types, while we all wished they had a stronger move, the divergent move suffices. Now there are some exceptions like with Dusknoir, but that's something which would need special focus and maybe it getting a Signature Move will solve (though Dusknoir also gets Shadow Sneak which, from what I can tell, is preferred over Shadow Punch. Heck, Scizor learns Steel Wing and Iron Head yet it prefers Bullet Punch).
 
Latios and Latias aren't stupid. They aren't going to like fly right into a Pokemon Center door or navigate treacherous caves to pick up your ass. Latios and Latias are loyal and will respond to the flute, but they DO value their own lives and won't risk it so you can save some time to get out of the 6th sub-basement of this cave.
 
Latios and Latias aren't stupid. They aren't going to like fly right into a Pokemon Center door or navigate treacherous caves to pick up your ass. Latios and Latias are loyal and will respond to the flute, but they DO value their own lives and won't risk it so you can save some time to get out of the 6th sub-basement of this cave.
Point taken, but it is funny. You can box Latias and she will come for you. You can somehow let Latias faint enough to get her friendship to zero and she will come for you. You can trade Latias and she will come for you. You can release Latias--at which point she no longer even exists in the game's data--and she will come for you.

Just as long as you're outside.
 
As I keep on playing Rumble, I am constantly reminded how much I hate, hate HATE how the game exacerbates the level curve. I'm currently stuck on the Dragon Master level, being forced to get 1 diamond every two days, and find myself unable to beat it, because there is just not enough time.

Like, if you're unable to knock out most opponents in one-three moves, you're the game is just going to stall you out. So I'm left in a situation where he can't beat me, but he can stall me out, and that pisses me off when he's charging his attacks, and blocking mine! Even Xerneas, who has a clear advantage, just can't beat them fast enough, and the farthest I've gotten is the third level! And the worst part is that the game is so fucking slow with giving me the levels that I need to beat them fast enough. I need stuff in at least the 1800s, but am stuck at an average of 1500-1600, and capped at 1725! I don't know what to do at this point (maybe I need a new Kyogre to beat the fire stage quickly enough?)!

This game stretches my patience to the limit!
 
When it was a TM in Gen 3 and 4, Water Pulse was distributed in a way that the developers just had to be having a laugh.
In FRLG it's placement made sense - it was the reward for beating Misty, so it gave your Wartortle (or... Clefable or Gyarados if you somehow had that by that point) a good early game water move. Heck, it was good for Vaporeon since you still wouldn't get Surf for a while. No complaints here; was basically the Bubblebeam replacement and it worked out well.
In RSE? It's the reward for the last gym in the region. The last gym in the region. The reward for the last gym in the region is a weak water-type move when you have an HM you needed to have to get there that was much more powerful and multi-use. What's the point? Who's going to use it?
In DPPt it's even worse - it's in the Ravaged Path on one of the first routes in the game. Not so bad, right...? ... except it's over a pool of water. You need Surf to reach it. You specifically need Surf to get it.
 
When it was a TM in Gen 3 and 4, Water Pulse was distributed in a way that the developers just had to be having a laugh.
In FRLG it's placement made sense - it was the reward for beating Misty, so it gave your Wartortle (or... Clefable or Gyarados if you somehow had that by that point) a good early game water move. Heck, it was good for Vaporeon since you still wouldn't get Surf for a while. No complaints here; was basically the Bubblebeam replacement and it worked out well.
In RSE? It's the reward for the last gym in the region. The last gym in the region. The reward for the last gym in the region is a weak water-type move when you have an HM you needed to have to get there that was much more powerful and multi-use. What's the point? Who's going to use it?
In DPPt it's even worse - it's in the Ravaged Path on one of the first routes in the game. Not so bad, right...? ... except it's over a pool of water. You need Surf to reach it. You specifically need Surf to get it.

Hmm, it's not a bad idea to look through the TMs Gym Leaders give to see if there's any problems there:

1. Misty giving Water Pulse in FRLG made sense... but not so much in HGSS. Though her only other choices was Brine and Rain Dance.
2. Similarly, Lt. Surge giving Shock Wave is okay in FRLG but not so much in HGSS. Thunderbolt, Thunder, or Thunder Wave would have been better.
3. Pryce gave the rather weak Icy Wind in GSC. While Ice Beam was removed as a TM, there was still Blizzard and Ice Punch.
4. Clair gave DragonBreath in GSC. Now yes it was the only Dragon-type TM, that didn't stop other Gym Leaders from giving TMs that wasn't their type. I think Hyper Beam would have been just as suitable.
5. While Fantina giving Shadow Claw is okay, its odd she didn't give Shadow Ball instead.
6. Candice gives Avalanche where, similar to Pryce, she had Ice Beam, Blizzard, and even Hail as an option.
7. Volkner gives Charge Beam and, as I said with Lt. Surge, Thunderbolt, Thunder, or Thunder Wave were available.
8. Burgh may be a bro and gave you a parade in BW2, but he gives Struggle Bug (which Power was 30 in Gen V) where his other options were U-turn and X-Scissor.
9. Clay is on the edge here, being the 5th Gym Leader and giving Bulldoze, but it guaranteed a Speed decreases so I think it edges into the clear.
10. Drayden (and Iris if you played White) gives Dragon Tail which isn't that bad and forces a switch, though I think people would say Dragon Claw would have been better.

Maybe when making/adjusting the TM list for Gen VII they should consider the Gym Leaders types and what their order is.
 
Hmm, it's not a bad idea to look through the TMs Gym Leaders give to see if there's any problems there:

1. Misty giving Water Pulse in FRLG made sense... but not so much in HGSS. Though her only other choices was Brine and Rain Dance.
2. Similarly, Lt. Surge giving Shock Wave is okay in FRLG but not so much in HGSS. Thunderbolt, Thunder, or Thunder Wave would have been better.
3. Pryce gave the rather weak Icy Wind in GSC. While Ice Beam was removed as a TM, there was still Blizzard and Ice Punch.
4. Clair gave DragonBreath in GSC. Now yes it was the only Dragon-type TM, that didn't stop other Gym Leaders from giving TMs that wasn't their type. I think Hyper Beam would have been just as suitable.
5. While Fantina giving Shadow Claw is okay, its odd she didn't give Shadow Ball instead.
6. Candice gives Avalanche where, similar to Pryce, she had Ice Beam, Blizzard, and even Hail as an option.
7. Volkner gives Charge Beam and, as I said with Lt. Surge, Thunderbolt, Thunder, or Thunder Wave were available.
8. Burgh may be a bro and gave you a parade in BW2, but he gives Struggle Bug (which Power was 30 in Gen V) where his other options were U-turn and X-Scissor.
9. Clay is on the edge here, being the 5th Gym Leader and giving Bulldoze, but it guaranteed a Speed decreases so I think it edges into the clear.
10. Drayden (and Iris if you played White) gives Dragon Tail which isn't that bad and forces a switch, though I think people would say Dragon Claw would have been better.

Maybe when making/adjusting the TM list for Gen VII they should consider the Gym Leaders types and what their order is.
Well you've got to remember that - at least for the most part - the TMs the Gym Leaders give out are of new moves. That's why Fantina gives out Shadow Claw, for instance - it's a new move for Gen 4.
 
And I was once again reminded why I HATE the 50% chance of Synchronise working last night. I got an Entei with "Outstanding" IVs, and just wanted to move onto resetting for Celebi. Hypothetical question to the programmer: if I wanted an Impish nature, then why would I have a SYNCHRONIZER WITH AN ADAMANT NATURE?!!!

I sometimes want to go up to the responsible programmer, say "you have failed me for the last time!!!", and Force Choke him within an inch of his or her life!
 
And I was once again reminded why I HATE the 50% chance of Synchronise working last night. I got an Entei with "Outstanding" IVs, and just wanted to move onto resetting for Celebi. Hypothetical question to the programmer: if I wanted an Impish nature, then why would I have a SYNCHRONIZER WITH AN ADAMANT NATURE?!!!
I sometimes want to go up to the responsible programmer, say "you have failed me for the last time!!!", and Force Choke him within an inch of his or her life!
Piggybacking off that, it annoys me that competitive play requires such precision with natures, though I do understand why. (Nobody said we had to disagree with the things that annoy us.) Impish (+Def, -SpA) is a beneficial nature for Entei, but obviously it's not the one it can make the best use of, so never mind the IVs, that one's out the window.
 
And I was once again reminded why I HATE the 50% chance of Synchronise working last night. I got an Entei with "Outstanding" IVs, and just wanted to move onto resetting for Celebi. Hypothetical question to the programmer: if I wanted an Impish nature, then why would I have a SYNCHRONIZER WITH AN ADAMANT NATURE?!!!
I sometimes want to go up to the responsible programmer, say "you have failed me for the last time!!!", and Force Choke him within an inch of his or her life!
Probably because it doesn't say anywhere in the game that Synchronizers have that effect and don't want people confused and angry over the fact that their Groudon keeps being Modest - not knowing the Modest Gardevoir they have in the first slot does such a thing.
 
Probably because it doesn't say anywhere in the game that Synchronizers have that effect and don't want people confused and angry over the fact that their Groudon keeps being Modest - not knowing the Modest Gardevoir they have in the first slot does such a thing.

Well, then maybe they should!!! It would save me a heck of a lot of time (or just go one step further, and give Legends 5 guaranteed IVs)!
 
Well, then maybe they should!!! [have Synchronize work 100 % of the time]

I disagree with this. It'd have been an even greater annoyance. Every Pokémon you encountered with your Synchronizer in the first slot would have been the same nature, always. That would have impacted (though maybe not ruined) the experience for kids whose heads that mechanic flew over. Leading with, say, Kirlia and using its Hypnosis to catch interesting Pokémon in new areas is a common strategy. If that always yielded the same nature upon capture, it wouldn't have been as fun.

Just giving Legendaries 6 guaranteed IVs would be good enough too, I think, though it'd screw up Hidden Power pretty badly.
 
I disagree with this. It'd have been an even greate annoyance. Every Pokémon you encountered with your Synchronizer in the first slot would have been the same nature, always. That would have impacted (though maybe not ruined) the experience for kids whose heads that mechanic flew over. Leading with, say, Kirlia and using its Hypnosis to catch interesting Pokémon in new areas is a common strategy. If that always yielded the same nature upon capture, it wouldn't have been as fun.

Just giving Legendaries 6 guaranteed IVs would be good enough too, I think, though it'd screw up Hidden Power pretty badly.
At least 4 we gotta preserve the important HP, well ground, fighting, grass, poison and fire would actually suffer here
 
  • Like
Reactions: JES
I disagree with this. It'd have been an even greate annoyance. Every Pokémon you encountered with your Synchronizer in the first slot would have been the same nature, always. That would have impacted (though maybe not ruined) the experience for kids whose heads that mechanic flew over. Leading with, say, Kirlia and using its Hypnosis to catch interesting Pokémon in new areas is a common strategy. If that always yielded the same nature upon capture, it wouldn't have been as fun.

Just giving Legendaries 6 guaranteed IVs would be good enough too, I think, though it'd screw up Hidden Power pretty badly.

Sure, the mechanic might be lost on a few people, but here's the thing: In in-game runs, nature doesn't matter. Casual players are not going to care that they have an Adamant Gardevoir or a Modest Machamp, so why should it be considered an argument in favor of keeping Synchronize at 50%? All it does is make legendary soft resetting a nuisance by adding in another variable (lost count of how many legendaries with good IVs I've had to toss because they were the wrong nature), and I personally think 3 guaranteed legendary IVs is enough as some legends could want HP Fire (Latios for hitting Scizor etc.). I just want something that will speed up soft-resetting without restricting Hidden Power even more than it already is. If in-game players wondering why all of their Pokemon are Modest is a concern, then I have a compromise that satisfies everybody:

Synchronize works 100% of the time against Legendary Pokemon only. This way, Pokemon used on in-game runs don't get locked into one nature and Legendary soft-resetters have an easier time.
 
At least 4 we gotta preserve the important HP, well ground, fighting, grass, poison and fire would actually suffer here
Or, since we're going into a new gen... have Hidden Power be decided by completely different means. I don't think there'd be a single person who would have a problem with that aspect being decided more simply, or even letting you decide the Hidden Power type.
 
Back
Top